Method for controlling game character and electronic device and computer storage medium

ABSTRACT

A method for controlling game character is applied to a touch control terminal capable of rendering a graphical user interface, the graphical user interface includes a virtual character and at least part of a game scene. The method includes: at least one target virtual object that satisfies a prompt trigger event is determined (S1410); a sub-identifier corresponding to each of the at least one target virtual object in a first graphical identifier is determined, wherein the sub-identifier is used for graphically displaying the prompt trigger event on the graphical user interface (S1430); in response to a visual field adjustment touch instruction, a first presentation visual field of the game screen is changed to a second presentation visual field of the game screen determined according to direction information corresponding to the sub-identifier (S1450). An apparatus for controlling game character, an electronic device and a computer storage medium are also disclosed.

TECHNICAL FIELD

The present disclosure relates to the technical field of games, and moreparticularly, to a method, and apparatus for controlling game character,an electronic device, and a storage medium.

BACKGROUND

In a large scene and high degree-of-freedom 3D game, part of a gamescene can be observed in a game vision screen of a game characterpresented by a mobile terminal. When a player-controlled game characteris attacked or there are other game characters or Non-Player-Controlledcharacters (NPC) around the game character, such as enemy characters,own characters, and monsters, in order to allow the player to know thesurrounding situation to respond, it is necessary to give promptscorresponding to the player. In the existing games, a manner in whichprompt icons representative of different target objects are displayed atdifferent display positions by 2D in a graphical user interface (GUI) isused to remind the player that there are other game characters or NPCstherearound.

Summary

An object of the present disclosure is to provide a method and apparatusfor controlling game character, an electronic device, and a storagemedium, which overcome, at least to some extent, one or more problemsdue to limitations and disadvantages of the related art.

In order to solve the above problem, an embodiment of the presentdisclosure provides a method for controlling game character. The methodmay be applied to a touch terminal capable of rendering a graphical userinterface. The graphical user interface may include a virtual characterand at least part of a game scene. The method may include that: at leastone target virtual object that satisfies a prompt trigger event isdetermined; a sub-identifier corresponding to each of the at least onetarget virtual object in a first graphical identifier is determined,wherein the sub-identifier is used for graphically displaying the prompttrigger event on the graphical user interface; and in response to avisual field adjustment touch instruction, a first presentation visualfield of the game screen is changed to a second presentation visualfield of the game screen determined according to direction informationcorresponding to the sub-identifier.

An embodiment of the present disclosure also provides an apparatus forcontrolling game character. The apparatus may be applied to a touchterminal capable of rendering a graphical user interface. The graphicaluser interface may include a virtual character and at least part of agame scene. The apparatus for controlling game character may include: adetection component, configured to determine at least one target virtualobject that satisfies a prompt trigger event; a display component,configured to determine a sub-identifier corresponding to each of the atleast one target virtual object in a first graphical identifier, whereinthe sub-identifier is used for graphically displaying the prompt triggerevent on the graphical user interface; and a response component,configured to in response to a visual field adjustment touchinstruction, a first presentation visual field of the game screen ischanged to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier.

An embodiment of the present disclosure also provides an electronicdevice. The electronic device may include: a processor; and a memory,configured to store executable instructions of the processor, theprocessor being configured to perform the method for controlling gamecharacter according to any one of the above by executing the executableinstruction.

An embodiment of the present disclosure also provides a computer storagemedium. The computer storage medium may store a program. The computerprogram may be executed by a processor to implement the method forcontrolling game character according to any one of the above.

BRIEF DESCRIPTION OF THE DRAWINGS

The above and other features and advantages of the present disclosurewill become more apparent from the detailed description of exemplaryembodiments with reference to the drawings. It is apparent that thedrawings in the following description are only some embodiments of thepresent disclosure, and other drawings can be obtained from thoseskilled in the art according to these drawings without any creativework. In the drawings:

FIG. 1 is a prompt icon scheme in the related art;

FIG. 2 is an optional schematic diagram of a graphical user interfaceaccording to an embodiment of the present disclosure;

FIG. 3 is a flowchart of an information processing method according toan embodiment of the present disclosure;

FIG. 4 is an optional schematic diagram of a first graphical identifierprovided around a virtual character according to an embodiment of thepresent disclosure;

FIG. 5 is an optional schematic diagram of an indication icon accordingto an embodiment of the present disclosure;

FIG. 6 is an optional schematic layer diagram of a graphical userinterface according to an embodiment of the present disclosure;

FIG. 7A and FIG. 7B in FIG. 7 are schematic diagrams of an optionalring-shaped first graphical identifier according to an embodiment of thepresent disclosure;

FIG. 8 is an optional schematic diagram of the process of rendering afirst graphical identifier presented on a graphical user interfaceaccording to an embodiment of the present disclosure;

FIG. 9A to FIG. 9C in FIG. 9 are schematic diagrams of a first graphicalidentifier with different display parameters according to an embodimentof the present disclosure;

FIG. 10 is an optional schematic diagram of a display position accordingto an embodiment of the present disclosure;

FIG. 11A and FIG. 11B in FIG. 11 are optional schematic diagrams of abasic graphical identifier and a height graphical identifier accordingto an embodiment of the present disclosure;

FIG. 12 is an optional schematic diagram of an identification unitaccording to an embodiment of the present disclosure;

FIG. 13 is a flowchart of an information processing method according toan embodiment of the present disclosure;

FIG. 14 is a flowchart of a method for controlling game characteraccording to an embodiment of the present disclosure;

FIG. 15 is an optional schematic diagram of a preset operation regionaccording to an embodiment of the present disclosure;

FIG. 16 is an optional schematic diagram of determining a sub-identifierwith a higher priority according to an embodiment of the presentdisclosure;

FIG. 17A and FIG. 17B are optional schematic diagrams of adjusting apresentation visual field in response to a visual field adjustment touchinstruction according to an embodiment of the present disclosure;

FIG. 18 is a structural schematic diagram of an information processingapparatus according to an embodiment of the present disclosure;

FIG. 19 is a structural schematic diagram of an apparatus forcontrolling game character according to an embodiment of the presentdisclosure;

FIG. 20 is a structural schematic diagram of an electronic deviceaccording to an embodiment of the present disclosure; and

FIG. 21 is a structure schematic diagram of a computer-readable storagemedium according to an embodiment of the present disclosure.

DETAILED DESCRIPTION OF THE EMBODIMENTS

It is to be noted that in the case of no conflict, the features in theembodiments and the embodiments in the present disclosure may becombined with each other. The present disclosure is described below withreference to the drawings and in conjunction with the embodiments indetail.

In order to make those skilled in the art better understand thesolutions of the present disclosure, the technical solutions in theembodiments of the present disclosure will be clearly and completelydescribed below with reference to the drawings in the embodiments of thepresent disclosure. It is apparent that the described embodiments areonly a part of the embodiments of the present disclosure, not all of theembodiments. All other embodiments obtained by those of ordinary skillin the art based on the embodiments of the present disclosure withoutcreative efforts should fall within the scope of protection of thepresent disclosure.

It is to be noted that the specification and claims of the presentdisclosure and the terms “first”, “second” and the like in the drawingsare used to distinguish similar objects, and do not need to describe aspecific sequence or a precedence order. It will be appreciated thatdata used in such a way may be exchanged under appropriate conditions,in order that the embodiments of the present disclosure described herecan be implemented. In addition, terms “include” and “have” and anyvariations thereof are intended to cover non-exclusive inclusions. Forexample, it is not limited for processes, methods, systems, products ordevices containing a series of steps or units to clearly list thosesteps or units, and other steps or units which are not clearly listed orare inherent to these processes, methods, products or devices may beincluded instead.

However, the existing method is to display a prompt icon in a 2Dgraphical user interface. Neither the prompt icon itself nor the gamescreen has a perspective effect. As shown in FIG. 1, the prompt iconsare displayed in a circular trajectory, and a game vision screen is a 3Dscreen, which makes the prompt icons fail to accurately and fullyreflect the position of other game characters or NPCs in a 3D gamescene. Moreover, the current practice is limited to visual presentation,so that players cannot respond quickly and easily after seeing theprompt icons in the graphical user interface.

It is also to be noted that various triggering events disclosed in thepresent specification may be preset, and may also be set in real timeaccording to operating instructions of users in a program runningprocess. Different triggering events may trigger to execute differentfunctions.

FIG. 3 is an information processing method described and disclosedaccording to an embodiment. In an optional implementation manner, aninformation processing method is illustrated by different examples. Theinformation processing method provided in an optional implementationmanner may be performed on an electronic device. The electronic devicemay be any terminal device such as a computer, a tablet, or a mobileterminal. As shown in FIG. 2, a software application is executed on aprocessor of the electronic device, and a graphical user interface 10 isobtained by rendering on a touch display of the electronic device. Thecontent displayed by the graphical user interface 10 at least partiallyincludes a local or global game screen 20, and the game screen 20includes a game scene and at least one virtual object 10. The size ofthe graphical user interface 10 may be the same as the size of the gamescreen 20, that is, the game screen 20 is displayed in full screen.

The game screen 20 may include a virtual resource 22 relatively fixed inposition, such as ground, mountains, stones, flowers, grass, trees,buildings or other virtual resources 22 (a mountain 22 and a building 22are marked schematically in FIG. 2). The virtual object 21 may be avirtual object 21 of an enemy camp, or may be a virtual object 21 of anown camp. The virtual object 21 may perform corresponding actions in thegame scene in response to an operation of a user. For example, the usermay control the virtual object 21 to walk, run, squat, bend, attack,shoot, etc. in the game scene. The present disclosure is not limitedherein.

The current screen content of the game screen 20 corresponds to thecurrent presentation visual field of the virtual object 21. Thepresentation visual field is related to the orientation of the virtualobject 21, a game program renders the corresponding game scene in thecurrent orientation of the virtual object 21 to form a game screen 20displayed in the graphical user interface 10 of the electronic device,and the current game screen 20 is used as the current presentationvisual field of the virtual object 21, such as the game screen 20displayed in FIG. 2. It is to be noted that the orientation of thevirtual object 21 is usually tied to a virtual camera. In a first-persongame, the virtual camera may be an “eye” of a user in the game, and thevirtual camera may be arranged on the head of the virtual object 21. Ina third-person game, the virtual camera may be arranged behind and abovethe virtual object 21, and a game scene including the virtual object 21may be captured.

The current position of the virtual object 21 in the game scene isdetermined according to the movement of the virtual object 21 in thegame scene, so as to determine the position of the virtual camera in thegame scene according to the current position of the virtual object 21 inthe game scene. In addition, the orientation of the virtual camera inthe game scene is determined according to the current orientation of thevirtual object 21 in the game scene. Therefore, the current position andorientation of the virtual camera are determined according to theposition and orientation of the virtual object 21 in the game scene.Further, the presentation visual field of the game screen on thegraphical user interface 10 is determined according to the currentposition and orientation of the virtual camera. When a viewing angleadjustment touch instruction is received, the game program renders acorresponding presentation visual view of the changed game screenaccording to the viewing angle adjustment touch instruction. It is to benoted that when a viewing angle is adjusted by the viewing angleadjustment touch instruction, the orientation of the virtual object 21is not changed. In other implementation manners, the orientation of thevirtual object 21 may be changed at the same time.

The information processing method provided in an optional implementationmanner is applied to a touch terminal capable of rendering a graphicaluser interface. The graphical user interface includes a virtualcharacter and at least part of a game scene. Meanwhile, referring to theinformation processing method shown in FIG. 3, the following steps areincluded.

In step S310, first orientation information of at least one targetvirtual object that satisfies a prompt trigger event in the game sceneis determined.

In step S330, a sub-identifier corresponding to the first orientationinformation in a first graphical identifier is determined. The firstgraphical identifier is set around the virtual character.

In step S350, the prompt trigger event is displayed graphically on thegraphical user interface through the sub-identifier.

According to the above implementation manner, a first graphicalidentifier is set around a virtual character, so that the firstgraphical identifier is displayed on a graphical user interface with avisual stereoscopic effect. Meanwhile, the first graphical identifierincludes multiple sub-identifiers, each of which corresponds todifferent directions. When a target virtual object that satisfies aprompt trigger event is detected, first orientation information of thetarget virtual object is acquired, and a sub-identifier corresponding tothe first orientation information in the first graphical identifier isdetermined, and the sub-identifier is further displayed on the graphicaluser interface to display the prompt trigger event. In this way, asub-identifier set around a virtual character may clearly andcomprehensively correspond to a spatial position of a target virtualobject in a game scene, so that a user can intuitively understand theposition of the target virtual object in a game.

Compared to the manner in which the existing 2D prompt icon displayedwith a direct-view effect on the graphical user interface can onlyindicate the two-dimensional orientation of a target object in a 3D gamescene, the above implementation manner provided in the presentdisclosure can accurately and comprehensively indicate a spatialposition of a target virtual object in the 3D game scene by a firstgraphical identifier, so that a player can more intuitively establish acorrespondence between the first graphical identifier and sceneinformation in the 3D game scene, thereby improving the experience ofthe player.

As shown in FIG. 13, in an optional implementation manner, theinformation processing method is applied to a touch terminal capable ofrendering a graphical user interface. The graphical user interfaceincludes a virtual character and at least part of a game scene. Thevirtual character is a virtual object corresponding to a game programrun by an electronic device currently. By adjusting a viewing angle ororientation of the virtual object, the presentation visual field of thevirtual object corresponding to the current screen content of a gamescreen can be changed. The method includes the following steps.

In step S410, first orientation information of at least one targetvirtual object that satisfies a prompt trigger event in the game sceneis determined.

Each of the at least one target virtual object is a virtual resource 20or a virtual object 10 that satisfies a prompt trigger event in the gamescene.

The satisfying prompt trigger event is a game event related to a virtualcharacter determined according to game logic. In an optionalimplementation manner, at least one target virtual object that satisfiesthe prompt trigger event is a sound source within a preset rangedetermined according to the virtual character. The sound source may be avirtual resource that makes a sound, such as a door that makes a closingsound, or a glass window that makes a breaking sound. The sound sourcemay also be a virtual object that makes a sound, such as an enemyvirtual object that makes a walking sound, and a virtual object thatmakes a gun sound.

In an optional implementation manner, the preset range determinedaccording to the virtual character is a preset range determinedaccording to character attributes of the virtual character. Thecharacter attributes may include one or more of the following: positioninformation, skill information, sight distance information and the likeof the virtual character. For example, the preset range determinedaccording to the position information of the virtual character is aring-shaped region centered on the current position of the virtualcharacter and with a preset distance from the virtual character being aradius. The preset range determined according to the sight distanceinformation of the virtual character is a ring-shaped region centered onthe current position of the virtual character and with a sight distanceof the virtual character being a radius. When determining the range, thepreset region corresponding to the skill information of the virtualcharacter may be used as the preset range, or other corresponding valuesfor determining the character attributes of the preset range may bedetermined according to the skill information, thus determining thepreset range according to the corresponding values for determining thecharacter attributes of the preset range.

In an optional implementation manner, at least one target virtual objectthat satisfies the prompt trigger event is a virtual object thatperforms a preset operation on the virtual character. The presetoperation is a behavior that the virtual object determined according togame logic may collide with the virtual character, such as hitting avirtual character with a bare hand at a close range, or hitting avirtual character with a firearm.

Different target virtual objects that satisfy the prompt trigger eventin the above implementation manner may exist simultaneously, and ofcourse, only a part of target virtual objects may be determinedaccording to a preset selection condition. Meanwhile, when the sametarget virtual object is both a sound source and a virtual object forperforming a preset operation on the virtual character, the type of thevirtual object is determined according to a preset priority rule. Thetype of the virtual object is used for displaying an indication iconcorresponding to the type on the graphical user interface, as shown inFIG. 5. For example, when a virtual object within a preset rangedetermined according to the virtual character hits the virtual characterwith a firearm, it is determined that the virtual object is a targetvirtual object that performs a preset operation on the virtualcharacter, rather than a sound source virtual object.

In an optional implementation manner, the first orientation informationis three-dimensional information of the virtual object.

In an optional implementation manner, the three-dimensional informationincludes height information and position information on a horizontalplane. It is to be noted that the horizontal plane may be determinedaccording to a coordinate system establishment rule in the game, or maybe performed according to the needs of users. For example, in athree-dimensional coordinate system defined by X, Y, and Z axes, a planedetermined by the X and Y axes may be the horizontal plane, and theninformation of the Z axis is the height information. Similarly, a planedetermined by the X and Z axes is the horizontal plane, and theninformation of the Y axis is the height information. In an optionalimplementation manner, the three-dimensional information may alsoinclude other information corresponding to the type of the orientationinformation in the game scene.

In an optional implementation manner, the first orientation informationis three-dimensional information of the virtual object in the gamescene. A game world coordinate system is established. The worldcoordinate system is a three-dimensional coordinate system. Thepositions of the virtual resource and the virtual object in the gamescene are determined by coordinate values in the world coordinatesystem.

In an optional implementation manner, the first orientation informationis a relative position relationship between a target virtual object andthe virtual character. It is to be noted that the relative positionrelationship is still a three-dimensional relationship. The relativeposition relationship is determined by means of the position informationof the target virtual object and the virtual character, for example, athree-dimensional vector. For example, the position information of thetarget virtual object is (X1, Y1, Z1), and the position information ofthe virtual character is (X2, Y2, Z2). Then, the relative positionrelationship is ((X1-X2) (Y1-Y2) (Z1-Z2)). It is to be noted that thethree-dimensional relationship may also be determined in other modes, aslong as the accurate position of the target virtual object can bedetermined.

By means of the above implementation manner, first orientationinformation of a target virtual object is determined. The firstorientation information is composed of three-dimensional informationthat determines a unique position of the target virtual object. Thefirst orientation information is combined with a first graphicalidentifier to indicate an accurate position of the target virtualobject, which is convenient for a player to quickly and accurately knowa specific orientation of the target virtual object through a currentgame screen. However, the existing way of a prompt icon in the gamecannot clearly indicate stereoscopic orientation information of thetarget virtual object in the game.

In an optional implementation manner, the first orientation informationis two-dimensional information of the virtual object. For example, thetwo-dimensional information is orientation information of the targetvirtual object in a horizontal plane. In an optional implementationmanner, the first orientation information is two-dimensional informationof the virtual object in the game scene.

In an optional implementation manner, the first orientation informationis a relative position relationship between the target virtual objectand the virtual character. The relative position relationship is atwo-dimensional relationship. By means of the present implementationmanner, acquired two-dimensional information of a virtual object is usedin combination with a first graphical identifier set around a virtualcharacter. Since the first graphical identifier has a perspectiveeffect, the first graphical identifier may more intuitively display theposition of a target virtual object in a game than the existing prompticon, so that it is possible to achieve a more comprehensive indicationeffect with less data information, improving the player experience, andnot bringing rich computing requirements to a system.

In step S430, a sub-identifier corresponding to the first orientationinformation in a first graphical identifier is determined. The firstgraphical identifier is set around the virtual character.

As shown in FIG. 6, the electronic device includes a display screen. Thedisplay screen displays the running content through a display interfaceof the graphical user interface. When the electronic device runs a game,the graphical user interface includes a control layer for displaying aninteraction control and a game screen layer for displaying the gamecontent. The first graphical identifier is a graphical identifierdisplayed in the graphical user interface.

In an optional implementation manner, the first graphical identifier isa game model in the game scene. The game model is combined with thevirtual character by means of a model hook. The player sees the firstgraphical identifier through the game screen displayed on the currentdisplay interface.

By means of the above implementation manner, the first graphicalidentifier surrounding the game character is set in the game scene, sothat the first graphical identifier is more realistically combined withthe game scene, and the position of the target virtual object in thegame can be more intuitively and accurately indicated.

In an optional implementation manner, the first graphical identifier isa control identifier in the graphical user interface. For example, thefirst graphical identifier is provided in a control layer of thegraphical user interface. The display position of the identifier may befixed at a specific display position, and the display position of thecontrol identifier may also be determined according to the displayposition of the virtual character on the game screen. A specificdetermination mode may be determined according to the display logic ofthe game. For example, when the display position of the virtualcharacter in the game screen is variable, the display position of thecontrol identifier is determined according to the display position ofthe virtual character on the game screen. When the display position ofthe virtual character in the game screen is not variable, a specificdisplay position of the graphical user interface is set in advance.

By means of the above implementation manner, by controlling the displaycontrol in the graphical user interface, not only the position of thetarget virtual object in the game is intuitively and accuratelyindicated, but also the rendering data of the game screen is reduced,thereby reducing the rendering pressure and improving the graphicsprocessing speed.

The first graphical identifier is set around the game character. In anoptional implementation manner, as shown in FIGS. 7A-7B, the firstgraphical identifier is an ring-shaped game model in the game scene, andthe virtual character passes through the ring-shaped game model. Forexample, the first graphical identifier is a circular game model,sleeved on the periphery of the virtual character. By displaying theposition of the virtual camera of the game screen, the first graphicalidentifier displayed in the last graphical user interface has aperspective effect. It is easier for the player to establish acorrespondence relationship between the first graphical identifier andthe position of the target virtual object in the game.

In an optional implementation manner, the first graphical identifier isa control identifier in the graphical user interface, the firstgraphical identifier is a perspective plane geometric shape identifier,and the display position of the first graphical identifier on thegraphical user interface intersects with the display position of thevirtual character in the game screen. For example, as shown in FIG. 8,the shape of the first graphical identifier in the graphical userinterface is a shape with a perspective effect formed when a circle isdrawn according to perspective science, and the shape has a perspectiveeffect in combination with the game screen. For example, the graphicaluser interface is taken as a perspective screen and a plane at a certainangle to the perspective screen is taken as a base plane, for example,parallel to the ground. At this time, the shape of the first graphicalidentifier in the graphical user interface is a shape of a circle on thebase plane observed through the perspective screen. It is to be notedthat the present implementation manner emphasizes the state of the firstgraphical identifier on the graphical user interface, rather than thestate of the first graphical identifier when the game is produced. Forexample, the first graphical identifier is circular when it is produced,and when it is running in the game, the display is performed with aperspective effect, so that the first graphical identifier is displayedin an oval shape on the graphical user interface.

Through the above implementation manner, the first graphical identifierhas a stereoscopic perspective effect, and the first graphicalidentifier with the stereoscopic perspective effect may effectivelyrepresent orientation information in a 3D game scene. According to thefirst orientation information of the target virtual object, acorresponding sub-identifier with the stereoscopic perspective effect inthe first graphical identifier with the stereoscopic perspective effectis determined, and the stereoscopic perspective effect of thesub-identifier can clearly reflect the first orientation information ofthe target virtual object. In this way, the user can intuitivelyunderstand the position of the target virtual object in the game.

In an optional implementation manner, the first graphical identifierincludes at least two sub-identifiers, and at least two sub-identifierscollectively constitute the first graphical identifier. Thesub-identifier is used to prompt the orientation information of thetarget virtual object. In an optional implementation manner, the numberof sub-identifiers of the first graphical identifier is a preset value.For example, the number of sub-identifiers of the first graphicalidentifier is 8.

In an optional implementation manner, the number of the sub-identifiersof the first graphical identifier is a preset value, which may bedetermined according to a correspondence relationship between theorientation range of the virtual character and the preset number. Forexample, in a racing game, the orientation range of the virtualcharacter is 145 degrees, so the corresponding preset value is 4. In anoptional implementation manner, by providing a setting interface, theplayer can set the corresponding number of sub-identifiers of the firstgraphical identifier.

In an optional implementation manner, the sub-identifiers of the firstgraphical identifier have different display sizes. As shown in FIG. 4and FIG. 5, the display size of the sub-identifier is determinedaccording to a position relationship between the sub-identifier and thevirtual character. For example, a first display size of thesub-identifier of the virtual character facing forward is smaller than asecond display size of the sub-identifier of the virtual characterfacing rearward.

Further, the sub-identifier is provided with a preset function. In anoptional implementation manner, the preset function is to control thevirtual character to rotate to an orientation corresponding to thesub-identifier. When it is determined that the sub-identifier istriggered, the virtual character is controlled to perform the presetfunction corresponding to the sub-identifier, that is, the orientationof the virtual character is controlled to be adjusted to an anglecorresponding to the sub-identifier.

In a 3D scene game, the screen displayed by the electronic device isusually a screen related to the orientation or perspective of the gamecharacter. That is, when it is detected that a target virtual objectexists in front of the orientation of the game character, it is easierfor the player to find a target virtual object on the screen, andtherefore it is necessary to control the probability of changing thedirection or perspective of the virtual character by clicking thesub-identifier.

However, when it is detected that a target virtual object exists behindthe orientation or perspective of the game character, the manner ofadjusting a movement control or an orientation control to adjust thegame screen to the direction of the target virtual object is not veryconvenient, and it is easy to delay the best game response timing, so inthis case, the player needs to trigger the corresponding sub-identifierquickly and accurately. By means of the above implementation manner, thedisplay size of the sub-identifier is determined according to theposition relationship between the sub-identifier and the virtualcharacter, so that the display size of the sub-identifier on thegraphical user interface is more convenient for the user to touch, andthe user experience is improved.

In an optional implementation manner, a sub-identifier is created inadvance, and a display parameter of the sub-identifier is determined bysetting an initial first display parameter of the first graphicalidentifier. For example, the first display parameter may be atransparent value with a value of 0, and is not displayed in thegraphical user interface, as shown in FIG. 9A. The first displayparameter may be a transparent value with a value of 30. At this time,the outline of the first graphical identifier may be displayed in thegraphical user interface, as shown in FIG. 9B. In the presentimplementation manner, the operation that the prompt trigger event isdisplayed graphically on the graphical user interface through thesub-identifier includes that: the sub-identifier is controlled to bedisplayed with a second display parameter different from the firstdisplay parameter. The second display parameter is different from thefirst display parameter by setting different parameter values. As shownin a sub-identifier a in FIG. 9C, the sub-identifier a is displayed witha second display parameter different from other sub-identifiers. Theplayer can know a specific determined sub-identifier, for example, byadjusting a transparency value, a color value, or a size.

By means of the above implementation manner, since the sub-identifier iscreated in advance, after the sub-identifier corresponding to the firstorientation information is determined, the purpose of indicating theorientation of the target virtual object through the sub-identifier canbe achieved by adjusting the display parameter. In this way, thecalculation speed can be improved.

In an optional implementation manner, the sub-identifiers constitutingthe first graphical identifier are not created in advance. The firstorientation information of the target virtual object is acquired, and adisplay position determination rule for the sub-identifier is set inadvance. According to the first orientation information and the displayposition determination rule, the display position of the sub-identifieris determined, and the generation of the sub-identifier at the displayposition is controlled. By means of the above implementation manner, thenumber of models to be rendered on the screen can be reduced, and thepressure on image data processing can be reduced.

As shown in FIG. 10, in an optional implementation manner, the firstgraphical identifier provides at least two display positions for thesub-identifiers, and a first graphical identifier having a correspondingindication effect is formed by displaying the sub-identifiers atdifferent display positions. It is to be noted that the provision of atleast two display positions for the sub-identifiers mentioned herein mayrefer to controlling the same sub-identifier to be displayed from thecurrent display position to another display position, or may refer todisplaying different sub-identifiers at different display positions. Thespecific manner may be determined according to the actual situation.

In the present implementation manner, at least two display positions areset around the virtual character at a preset height interval. Forexample, the first graphical identifier includes 24 sub-identifiers,each eight sub-identifiers form a group, and there are three groups. Theeight sub-identifiers of each group are arranged in a ring around thevirtual character through display positions to form a layer of graphicalidentifiers. Three layers of graphical identifiers are formed with apreset height setting between each group of layer identifiers. Theheight information of a target virtual object indicated by thesub-identifiers located on the upper layer is higher than the heightinformation of the target virtual object indicated by thesub-identifiers located on the lower layer.

By means of the above implementation manner, a first graphicalidentifier having a perspective effect can be established, and thetarget virtual objects with different height information arecharacterized by using sub-identifiers arranged according to a presetheight, so that the first graphical identifier can more comprehensivelyindicate the exact position of the target virtual object in the game.Compared with the existing provision of flat prompt icons having noperspective effects on the graphical user interface, the combination ofthe first graphical identifier with the first orientation information ofthe target virtual object in the game provided in the application mayindicate target virtual objects at different heights in the game scene.

In the present implementation manner, the first graphical identifierincludes a basic graphical identifier and a height graphical identifier.Both of the basic graphical identifier and the height graphicalidentifier are composed of the aforementioned at least twosub-identifiers. In an optional implementation manner, the basicgraphical identifier is at least an identifier corresponding to theheight of a horizontal plane in the game scene, the height graphicalidentifier is an identifier at a preset height interval with the basicgraphical identifier, and the height graphical identifier is at least anidentifier corresponding to non-horizontal heights in the game scene.For example, in addition to corresponding to the height of thehorizontal plane, the basic graphical identifier also corresponds to thedirection information on the horizontal plane (such as the eastdirection). The non-horizontal height in the game scene corresponding tothe height graphical identifier may be a valley below the horizontalplane, or a house. At the same time, the height graphical identifiercorresponds to the direction information (such as the east direction) onthe corresponding horizontal plane, such as a roof in the eastdirection.

In an optional implementation manner, the basic graphical identifier isat least an identifier corresponding to the height in the currentposition of the virtual character, the height graphical identifier is anidentifier at a preset height interval with the basic graphicalidentifier, and the height graphical identifier is at least anidentifier corresponding to the height of a non-virtual character. Theexample is different from the foregoing example only in the selection ofthe orientation information, so it will not be described again. Thebasic graphical identifier is displayed on the graphical user interfacewith a first display parameter, and the height graphical identifier isdisplayed with a second display parameter. In an optional implementationmanner, as shown in FIG. 11A, the second display parameter includes atransparency parameter. The transparency value is 0, that is, thegraphical user interface can only display the basic graphical identifierdisplayed with the first display parameter, the transparency of thebasic graphical identifier is 30, and the transparency of the heightgraphical identifier is 0.

In an optional implementation manner, as shown in FIG. 11B, the seconddisplay parameter is the same as the first display parameter, that is,in an initial state, the basic graphical identifier and the heightgraphical identifier are controlled to be displayed on the graphicaluser interface with the first display parameter. Further, the operationthat the prompt trigger event is displayed graphically on the graphicaluser interface through the sub-identifier may be implemented by thefollowing manners that: the sub-identifier is controlled to be displayedwith a third display parameter different from the first displayparameter and a second display parameter. For example, thesub-identifier b in FIG. 11A is displayed with a third display parameterdifferent from the first display parameter and a second displayparameter.

By means of the above implementation manner, the basic graphicalidentifier is used as a reference to be always displayed in thegraphical user interface. When the sub-identifier in the heightgraphical identifier corresponding to the target virtual object isdisplayed with the third display parameter, a relative positionrelationship between the height graphical identifier and the basicgraphical identifier can clearly and comprehensively show the positionof the target virtual object in the game.

In an optional implementation manner, a target virtual object includestype information. For example, the type information includes: enemycharacters and teammate characters. Further, the operation that thesub-identifier is controlled to be displayed with a third displayparameter different from the first display parameter and the seconddisplay parameter further includes that: the sub-identifier iscontrolled to be displayed with the corresponding color parameteraccording to the types of the target virtual object. The third displayparameter includes a color parameter, and a correspondence relationshipbetween a target virtual object type and a color parameter isestablished in advance. In specific implementation, after the targetvirtual object is determined, first type information of the targetvirtual object is acquired, a color parameter in the third displayparameter is determined according to the correspondence relationshipbetween the target virtual object type and the color parameter and thefirst type information, and the sub-identifier is controlled to bedisplayed with the corresponding color parameter. For example, the colorparameter corresponding to the enemy character is red, and the colorparameter corresponding to the teammate character is blue.

In another optional implementation manner, at least two displaypositions are set around the virtual character at a preset horizontalinterval. For example, the first graphical identifier includes 8sub-identifiers, and the 8 sub-identifiers annularly surround thevirtual character at preset horizontal intervals. As mentioned above,the first graphical identifier set around the virtual character canclearly indicate the position of the target virtual object in the game,for example, it is in front of or behind the game character. Comparedwith the existing provision of flat prompt icons having no perspectiveeffects on the graphical user interface, after seeing the prompt icon onthe graphical user interface, the player has a certain cost of cognitiveconversion from plane to space. After obtaining the prompt icon, theplayer often loses the target and cannot find the orientation of thetarget virtual object. The combination of the first graphical identifierwith a sense of space provided in the present disclosure with the firstorientation information of the target virtual object in the game candirectly indicate the position of the target virtual object in the game,thereby reducing the cognitive conversion cost, and improving the userexperience.

It is to be noted that the above-mentioned implementation manners of atleast two display positions are not mutually exclusive, but can becombined as required. For example, multiple sub-identifiers of the firstgraphical identifier may be set at a preset height interval in theheight direction, and the sub-identifiers in the horizontal directionare set at a preset horizontal interval.

In an optional implementation manner, a correspondence relationshipbetween the sub-identifier and relative orientation information of thevirtual character is established in advance, and the first orientationinformation is a relative position relationship between a target virtualobject and the virtual character. In the present implementation manner,the first orientation information may include height information anddirection information on a horizontal plane. In other implementationmanners, the first orientation information may include only directioninformation on a horizontal plane. The height information and thedirection information on the horizontal plane are relative information,and the specific content has been recorded in the foregoing, and willnot be repeated here. The relative position information of the virtualcharacter refers to position information of a virtual resource or avirtual object in the game scene relative to the virtual character.

In an optional implementation manner, a correspondence relationshipbetween the sub-identifier and orientation information in the game sceneis established in advance, and the first orientation information isorientation information of a target virtual object in the game scene. Inthe present implementation manner, the first orientation information mayinclude height information and direction information on a horizontalplane. In other implementation manners, the first orientationinformation may include only direction information on a horizontalplane. The height information and the direction information on thehorizontal plane are orientation information in the game scene, and thespecific content has been recorded in the foregoing, and will not berepeated here.

In the present implementation manner, the operation that thesub-identifier corresponding to the first orientation information in thefirst graphical identifier may be performed by the following steps:after acquiring the first orientation information of each of the atleast one target virtual object, the corresponding sub-identifier in thefirst graphical identifier is determined according to the firstorientation information and the correspondence relationship. In anoptional implementation manner, the first orientation information may begenerated by offline data, and a list of relative position relationshipsbetween a target virtual object and the virtual character is generatedoffline. During the game running process, after acquiring the targetorientation information of the target virtual object and the characterorientation information of the virtual character, the first orientationinformation is determined by generating the list of relative positionrelationships between the target virtual object and the virtualcharacter offline. In an optional implementation manner, the firstposition information may be implemented by: acquiring target orientationinformation of the target virtual object and character orientationinformation of the virtual character; obtaining a direction vectoraccording to the target orientation information of the target virtualobject and the character orientation information of the virtualcharacter; and determining the first orientation information accordingto direction information of the direction vector.

By means of the above implementation manner, the first graphicalidentifier is arranged on the graphical user interface in an arrangementwith a perspective effect, the corresponding sub-identifier may bedetermined by means of the correspondence relationship and the firstorientation information after acquiring the first orientationinformation of the target virtual object by establishing thecorrespondence relationship between the sub-identifier in the firstgraphical identifier and the orientation information in the game sceneor relative orientation information of the game character. By displayingthe sub-identifier with a perspective effect, the position of the targetvirtual object in the game can be intuitively and clearly indicated.

In step S450, the prompt trigger event is displayed graphically on thegraphical user interface through the sub-identifier. Specifically, thefirst graphical identifier is pre-controlled to be displayed with afirst display parameter. After determining the sub-identifier throughstep S430, the sub-identifier is controlled to be displayed with asecond display parameter different from the first display parameter. Inthe present implementation manner, the first display parameter includesa first transparency parameter, and the second display parameterincludes a second transparency parameter. The second display parameterdifferent from the first display parameter is a second display parameterincluding the second transparency parameter different from the firsttransparency parameter. In other implementation manners, the firstdisplay parameter and the second display parameter may also includeother types of parameters, as long as the values of the parameters canbe adjusted to have different display effects.

In an optional implementation manner, a target virtual object includestype information. For example, the type information includes: enemycharacters and teammate characters. Further, the operation that thesub-identifier is controlled to be displayed with a second displayparameter different from the first display parameter further includesthat: the sub-identifier is controlled to be displayed with thecorresponding color parameter according to the types of the targetvirtual object. The second display parameter includes a color parameter,and a correspondence relationship between a target virtual object typeand a color parameter is established in advance. In specificimplementation, after the target virtual object is determined, firsttype information of the target virtual object is acquired, a colorparameter in the second display parameter is determined according to thecorrespondence relationship between the target virtual object type andthe color parameter and the first type information, and thesub-identifier is controlled to be displayed with the correspondingcolor parameter. For example, the color parameter corresponding to theenemy character is red, and the color parameter corresponding to theteammate character is blue.

By means of the above implementation manner, the sub-identifier iscontrolled to be displayed through different color parameters toidentify the type of the target virtual object corresponding to thesub-identifier, which can better indicate the information of the targetvirtual object. Different color parameters not only indicate theposition information of the target virtual object in the game, but alsoindicate the type information of the target virtual object. In this way,the player can be given with a clearer indication.

As shown in FIG. 12, a circle A is a schematic diagram of an enlargedsub-identifier. In an optional implementation manner, the sub-identifierincludes multiple identification units. Each identification unitrepresents a preset number of target virtual objects corresponding tothe sub-identifier. The method further includes that: a target number ofthe at least one target virtual object corresponding to thesub-identifiers is determined, and a corresponding number of theidentification units is controlled to be displayed according to thetarget number. For example, if it is determined that the number oftarget virtual objects that satisfy the prompt trigger event is 5, andit is determined that the sub-identifiers corresponding to the fivefirst position information of the five target virtual objects are thesame sub-identifier, the number of the identification units is 5, thatis, the five identification units are displayed graphically to indicatethat the player has five target virtual objects at the positioncorresponding to the first orientation information in the game.

By means of the above implementation manner, the number ofidentification units constituting a specific sub-identifier can bedynamically adjusted, and the number of target virtual objects at aspecific position in the game can be reflected in real time to give theplayer with a better operation experience.

In an optional implementation manner, the second display parameter orthe third display parameter that controls the display of thesub-identifier corresponding to a target virtual object further includessaturation. The first orientation information further includes distanceinformation of the target virtual object and the virtual character. Thecorrespondence relationship between the saturation and the distanceinformation is set in advance. The operation that the sub-identifier iscontrolled to be displayed with the second display parameter differentfrom the first display parameter further includes that: thesub-identifier is controlled to be displayed with correspondingsaturation according to the distance information of the target virtualobject and the virtual character.

In specific implementation, after determining the first positioninformation of the target virtual object, the distance information inthe first position information is acquired, the saturation in the seconddisplay parameter is determined according to the preset correspondencerelationship between the saturation and the distance information, andthe sub-identifier is controlled to be displayed with correspondingsaturation. It is to be noted that when controlling the display of theidentification units constituting the sub-identifier, theabove-mentioned content about controlling the sub-identifier to bedisplayed with the corresponding saturation according to the distanceinformation of the target virtual object and the virtual character isalso applicable. Therefore, details are not described herein.

Similarly, the above implementation manner is also applicable to thestep of controlling the sub-identifier to be displayed with a thirddisplay parameter different from the first display parameter and thesecond display parameter, and therefore, details are not describedherein. Of course, it is also possible to identify the distance betweenthe target virtual object and the virtual character by adjusting otherparameter information, for example, brightness and color information, asshown in an identification unit 120 and an identification unit 122 inFIG. 12. The distance between the target virtual object and the virtualcharacter corresponding to the identification unit 120 is greater thanthe distance between the target virtual object and the virtual charactercorresponding to the identification unit 122.

By means of the above implementation manner, by adjusting the saturationof the sub-identifier or the identification units constituting thesub-identifier in real time according to the distance informationbetween the target virtual object and the virtual character, the movingstate of the target virtual object in the game can be reflected in realtime, the situation of the target virtual object in the game can be moreaccurately indicated, and the player is given with a better operatingexperience.

In an optional implementation manner, the method provided in the presentdisclosure further includes the following step. In step S470, inresponse to a control instruction, the graphical user interface iscontrolled to switch from a first game screen to a second game screen,wherein the second game screen is a game screen determined according tosecond orientation information corresponding to the sub-identifier inthe game scene. The control instruction is an instruction triggered byreceiving a control operation acting on the terminal. For example, thecontrol operation may be a touch operation, a suspension operationimplemented by a sensor, or an operation applied through a physicalinput setting.

In the present implementation manner, the response control instructionmay be implemented by the following steps.

In step S4701, a touch operation acting on a touch screen is received.

In step S4703, a control instruction is triggered when it is determinedthat the touch operation satisfies a parameter threshold.

In the present implementation manner, the parameter threshold is that atouch position of the touch operation is within a range corresponding tothe sub-identifier. In other implementation manners, the parameterthreshold is the number of touch operations within a preset duration.For example, if two touch operations are detected within a preset time,it is determined that the touch operation satisfies the parameterthreshold, and the control instruction is triggered.

By means of the above implementation manner, when a player detects asound source is attacked, by applying a touch operation on the touchscreen, a first game screen displayed on the graphical user interface iscontrolled to be switched to a second game screen determined accordingto the second orientation information corresponding to thesub-identifier, so that the player can quickly position a target virtualobject in the graphical user interface, a new interactive experience andgame functions are provided for the player, and the player experience isimproved.

As shown in FIG. 14, an embodiment of the present disclosure alsoprovides a method for controlling game character, applied to a touchterminal capable of rendering a graphical user interface. The graphicaluser interface includes a virtual character and at least part of a gamescene. The method includes the following steps.

In step S1410, at least one target virtual object that satisfies aprompt trigger event is determined.

In step S1430, a sub-identifier corresponding to each of the at leastone target virtual object in the first graphical identifier isdetermined, wherein the sub-identifier is used for graphicallydisplaying the prompt trigger event on the graphical user interface.

In step S1450, in response to a visual field adjustment touchinstruction, a first presentation visual field of the game screen ischanged to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier.

By means of the above implementation manner, after determining a targetvirtual object that satisfies a prompt trigger event, a sub-identifiercorresponding to a target virtual object is controlled to be displayedon a graphical user interface, game content presented in a game screenis further determined according to direction information correspondingto the sub-identifier after detecting a visual field adjustment touchinstruction, the game screen is used as a second presentation visualfield, and a first presentation visual field of the game screen iscontrolled to be adjusted to the second presentation visual field. Inthis way, a player can quickly find a target virtual object in thegraphical user interface, and a brand-new interaction mode and gameexperience are provided for the player.

Specifically, in step S1410, the related content that satisfies theprompt trigger event in step S310 is also applicable to the content thatsatisfies the prompt trigger event in step S1410. It is to be noted thatthe technical solution directly or indirectly related to thesatisfaction of the prompt trigger event described in the foregoing isalso applicable to the related content that satisfies the prompt triggerevent in the present implementation manner without causing a logicalcontradiction. Similarly, at least one target virtual object thatsatisfies the prompt trigger event in step S310 is also applicable to atleast one target virtual object that satisfies the prompt trigger eventin step S1410. It is to be noted that the technical solution directly orindirectly related to at least one target virtual object that satisfiesthe prompt trigger event described in the foregoing is also applicableto the related content of at least one target virtual object thatsatisfies the prompt trigger event in the present implementation mannerwithout causing a logical contradiction.

In step S1430, the sub-identifier corresponding to each of the at leastone target virtual object may be a sub-identifier corresponding to agame parameter of each of the at least one target virtual object in thegame. For example, the game parameter may be an orientation parameter, adirection parameter, a movement parameter, etc.

In an optional implementation manner, the operation that thesub-identifier corresponding to each of the at least one target virtualobject in the first graphical identifier is determined may beimplemented by the following manners.

In step S14301, first orientation information of each of the at leastone target virtual object is acquired.

In step S14303, a sub-identifier corresponding to the first orientationinformation in the first graphical identifier is determined.

By means of the above implementation manner, the correspondingsub-identifier in the first graphical identifier is determined accordingto the first orientation information of each of the at least one targetvirtual object, and the sub-identifier is visually displayed on thegraphical user interface, so that the orientation of each of the atleast one target virtual object in the game is indicated by thesub-identifier on the graphical user interface.

In step S1450, in response to a visual field adjustment touchinstruction, a first presentation visual field of the game screen ischanged to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier.

As shown in FIG. 15, in an optional implementation manner, the visualfield adjustment touch instruction is an instruction issued in responseto a first control operation acting on the electronic device. The visualfield adjustment touch instruction may control to change thepresentation visual field of the game screen. The first controloperation may be a touch operation, a suspension operation implementedby a sensor, or an operation applied through a physical input setting.In an optional implementation manner, the operation of responding to thevisual field adjustment touch instruction may be performed by thefollowing step that: a touch operation acting on a preset touch regionis received, and a corresponding control instruction is triggered.

In the present implementation manner, the preset touch region is aregion on the graphical user interface corresponding to thesub-identifier corresponding to each of the at least one target virtualobject, such as a region corresponding to the sub-identifier a shown inFIG. 15. In other implementation manners, the preset touch region is ablank region in the graphical user interface. The blank region refers toa region in the graphical user interface that does not coincide with afunction trigger region. The function trigger region may be a regioncorresponding to a visible control (such as a control A, a control B, acontrol C or a control D) or a non-visible region corresponding to aspecific function, such as a dotted box region shown in FIG. 15.

In the present implementation manner, the touch operation is a touchoperation acting on the preset touch region and satisfying a presetduration. For example, the operation that a touch operation acting onthe preset touch region is received to trigger a corresponding controlinstruction may be that: it is determined that a touch operation isreceived in a region of a sub-control, such as a touch operation 1 shownin FIG. 15; and a duration of the touch operation is acquired, and acontrol instruction is triggered when the duration exceeds a presetduration. The operation that a touch operation acting on the presettouch region is received to trigger a corresponding control instructionmay also be that: it is determined that a touch operation is received ina blank region on the graphical user interface, such as a touchoperation 2 shown in FIG. 15; and a duration of the touch operation isacquired, and a control instruction is triggered when the durationexceeds a preset duration.

In other implementation manners, the touch operation is a touchoperation acting on the preset touch region and satisfying a presetpressure value. For example, the operation that a touch operation actingon the preset touch region is received to trigger a correspondingcontrol instruction may be that: it is determined that a touch operationis received in a region of a sub-control, a current pressure value ofthe touch operation is acquired, and a control instruction is triggeredwhen the current pressure value exceeds a preset pressure value. Theoperation that a touch operation acting on the preset touch region isreceived to trigger a corresponding control instruction may also bethat: it is determined that a touch operation is received in a blankregion on the graphical user interface, a current pressure value of thetouch operation is acquired, and a control instruction is triggered whenthe current pressure value exceeds a preset pressure value.

In other implementation manners, the touch operation is a clickoperation acting on the preset touch region within a preset duration andsatisfying a preset number. For example, the touch operation is adouble-click operation or a single-click operation. For example, theoperation that a touch operation acting on the preset touch region isreceived to trigger a corresponding control instruction may be that: itis determined that a touch operation is received in a blank region onthe graphical user interface, it is determined that the number of clickoperations received within a preset duration satisfies a preset number,for example, a double-click operation, and a control instruction istriggered. The operation that a touch operation acting on the presettouch region is received to trigger a corresponding control instructionmay be that: it is determined that a touch operation is received in aregion of a sub-control, it is determined that the number of clickoperations received within a preset duration satisfies a preset number,for example, a double-click operation, and a control instruction istriggered.

The direction information corresponding to the sub-identifier is thedirection information of the sub-identifier corresponding to a targetvirtual object that satisfies a priority order.

It is to be noted that there may be multiple virtual objects and virtualresources in the game scene. The target virtual object refers to avirtual object or virtual resource that satisfies the prompt triggerevent. In the present implementation manner, the parameters that affectthe priority order include a determination time point of determining atarget virtual object. For example, the direction information of thesub-identifier corresponding to the target virtual object that satisfiesthe priority order is the direction information of the sub-identifiercorresponding to the target virtual object corresponding to thedetermination time point that satisfies a preset chronological order.The preset chronological order is the last determination time pointdetermined according to the chronological order. For example, thedetermination time points includes 10:31, 10:33, and 10:35. Then thelast determination time point determined according to the chronologicalorder is 10:35. It is to be noted that a preset time sequence may alsobe another sequence determined according to actual needs. For example,as shown in FIG. 16, a sub-identifier a in the first graphicalidentifier corresponds to a target virtual object a, a sub-identifier bin the first graphical identifier corresponds to a target virtual objectb, and a sub-identifier c in the first graphical identifier correspondsto a target virtual object c. The determination time point of the targetvirtual object a is 10:00, the determination time point of the targetvirtual object b is 10:05, and the determination time point of thetarget virtual object c is 10:10. Then the direction informationcorresponding to the sub-identifier in step S1450 is directioninformation corresponding to the sub-identifier c corresponding to thetarget virtual object c.

In the present implementation manner, the steps of the game charactercontrol method provided in the present disclosure may be implemented bythe following manner: recording the determination time point of each ofthe at least one target virtual object. Step S1450 may be implemented bythe following manners.

A visual field adjustment control instruction is responded.

A determination time point of each of the at least one target virtualobject is acquired.

A determination time point that satisfies a preset time sequence isdetermined.

Direction information corresponding to a sub-identifier corresponding toa target virtual object corresponding to the determination time pointthat satisfies the preset time sequence is acquired, and a firstpresentation visual field of the game screen is changed to a secondpresentation visual field of the game screen determined according to thedirection information.

In other implementation manners, the parameters that affect the priorityorder include the type of the prompt trigger event. For example, thedirection information of the sub-identifier corresponding to the targetvirtual object that satisfies the priority order is the directioninformation of the sub-identifier corresponding to the target virtualobject corresponding to the type of the prompt trigger event thatsatisfies the preset priority order. The type of the prompt triggerevent includes a sound source type and/or a type of performing a presetoperation on the virtual character. For example, the sound source typemay include: a footstep sound, a gun sound and a breaking sound, thetype of performing a preset operation on the virtual character mayinclude: shootings, broadswords, etc., and the priority of the footstepsound is greater than the priority of the breaking sound. It is to benoted that the preset priority order may be an order determinedaccording to actual needs.

In the present implementation manner, step S1450 may be implemented bythe following manners.

A visual field adjustment control instruction is responded.

The type of each of the at least one prompt trigger event is acquired.

The type of the prompt trigger event that satisfies a preset priorityorder is determined.

Direction information corresponding to a sub-identifier corresponding toa target virtual object corresponding to the type of the prompt triggerevent that satisfies the preset priority order is acquired, and a firstpresentation visual field of the game screen is changed to a secondpresentation visual field of the game screen determined according to thedirection information.

In other implementation manners, the parameters that affect the priorityorder may also include an attribute type of a target virtual object. Theattribute type may be a professional attribute of the target virtualobject, such as warriors and mages. Of course, the type of prompt mayalso be another type determined according to other requirements. Forexample, the direction information of the sub-identifier correspondingto the target virtual object that satisfies the priority order is thedirection information of the sub-identifier corresponding to the targetvirtual object corresponding to the attribute type of the target virtualobject that satisfies the preset priority order.

It is to be noted that the direction information corresponding to thesub-identifier may also be the direction information corresponding tothe sub-identifier determined according to a method defined by theplayer or predetermined by a game developer.

By means of the above implementation manner, it is possible to control atarget visual object with a higher priority in a presentation visualfield displayed by a game screen. Since the target virtual object withthe higher priority has a greater influence on a game result during abattle game. Therefore, the present implementation manner enables theplayer to quickly learn about the target virtual object in the gamescene, reduces the player's input of more invalid operations, furtherreduces the data rendering pressure of the electronic device, furtherbrings savings in power consumption, and improves the user experience.

Regarding step S1450 in which the first presentation visual field of thegame screen is changed to a second presentation visual field of the gamescreen determined according to the direction information. The contentpresented in the game screen is a screen obtained by rendering thecontent captured by a virtual camera in the game. The orientation of thevirtual camera is adjusted according to the direction informationcorresponding to the sub-identifier, and then the second presentationvisual field of the game screen is obtained by rendering the contentcaptured by the orientation-adjusted virtual camera.

FIG. 17A shows the first presentation visual field of the game screen.In the game scene, a sub-identifier a, a sub-identifier b and asub-identifier c in the first graphical identifier respectivelycorrespond to at least one target virtual object, and are used toindicate the position situation of the target virtual object in thegame, and respond to a touch operation 3 for triggering a visual fieldadjustment touch instruction. The touch operation 3 acts on a regioncorresponding to the sub-identifier b, acquires direction informationcorresponding to the sub-identifier b, and determines, according to thedirection information, a second presentation visual field of the gamescreen. As shown in FIG. 17B, the second presentation visual fieldincludes a target virtual object corresponding to the sub-identifier b.This manner enables the player to quickly find the target virtual objectin the graphical user interface, provides the player with a brand newinteraction method and game experience, reduces the player's input ofmore invalid operations, further reduces the data rendering pressure ofthe electronic device, further reduces power consumption, and improvesthe user experience.

In an optional implementation manner, the orientation of the virtualcamera is bound to the orientation of the virtual character. During therunning of the game, the orientation of the virtual camera is changed bychanging the orientation of the virtual character. Further, the contentpresented in the game screen is changed, that is, the presentationvisual field of the game screen is changed, but it is to be noted thatchanging the presentation visual field does not necessarily result inthe change of the orientation of the virtual character. In an optionalimplementation manner, changing the presentation visual fieldsimultaneously changes the orientation of the virtual character.

In an optional implementation manner, changing the presentation visualfield does not change the orientation of the virtual character. Further,in the implementation manner, after step S1450, the game charactercontrol method further includes the following steps: the currentorientation of the virtual character is adjusted to the orientationcorresponding to the second presentation visual field of the game screenin response to an orientation adjustment trigger event. The orientationadjustment event is a trigger condition for controlling the change ofthe orientation of the virtual character. In the present implementationmanner, the orientation adjustment event is a second control operationthat satisfies an operation parameter threshold. The operation parametermay be a pressing pressure threshold of the control operation. Theoperation parameter may also be an operation duration threshold of thecontrol operation, for example, a duration threshold of touching thegraphical user interface. The operation parameter may also be the numberof control operations, such as double click.

It is to be noted that the second control operation may be an operationthat is independent of the first control operation, or may be anoperation that is continuous with the first control operation, and maybe specifically determined according to the settings of the developer orthe player. For example, the first control operation is a touchoperation acting on the preset touch region and satisfying a presetduration, and the second control operation is an operation thatsatisfies an operation duration threshold of the control operation. Whenthe second control operation is an operation independent of the firstcontrol operation, in specific implementation, after determining a touchoperation acting on the preset touch region and exceeding the presetduration, that is, in response to the visual field adjustment touchinstruction, the first presentation visual field of the game screen ischanged to the second presentation visual field. After determining theend of the first control operation, an operation that satisfies anoperation duration threshold of the control operation is re-determined.That is, in response to the orientation adjustment trigger event, thecurrent orientation of the virtual character is adjusted to theorientation corresponding to the second presentation visual field of thegame screen. When the second control operation is an operationcontinuous with the first control operation, in specific implementation,after determining a touch operation acting on the preset touch regionand exceeding the preset duration, that is, in response to the visualfield adjustment touch instruction, the first presentation visual fieldof the game screen is changed to the second presentation visual field.An operation that satisfies an operation duration threshold of thecontrol operation is re-determined. That is, in response to theorientation adjustment trigger event, the current orientation of thevirtual character is adjusted to the orientation corresponding to thesecond presentation visual field of the game screen.

In other implementation manners, the orientation adjustment event mayalso be defined in advance according to actual needs or definedaccording to player settings.

In other implementation manners, after step S1450, the game charactercontrol method further includes the following steps: the currentorientation of the virtual character is adjusted to the orientationcorresponding to the second presentation visual field of the game screenin response to a release operation.

The release operation is an operation corresponding to the touchoperation, that is, the release operation is an operation to release thetouch operation. In the present implementation manner, when it isdetected that a touch point of the touch operation disappears, it isdetermined that the release operation is received. For example, if theoperation of the player touching the graphical user interface with afinger is the touch operation, when the finger leaves the graphical userinterface, it is determined to be the release operation. In otherimplementation manners, the release operation is an operation thatsatisfies an operation parameter threshold. For example, when it isfurther detected that the pressure value of the touch operationsatisfies a pressure threshold after the touch operation is received, itis determined to be the release operation. It is to be noted that therelease operation may be an operation continuous with the touchoperation, or may be an operation independent of the touch operation.

By means of the above implementation manner, the orientation of thevirtual character is changed, so that the orientation of the virtualcharacter is consistent with the second presentation visual fieldpresented on the game screen, the player can control the virtualcharacter to perform game operations, such as shooting, and a novelgameplay and interaction mode may be provided for the player. Thisimplementation manner also enables the player to quickly control thevirtual character to respond to the target virtual object in the gamescene, reduces the player's input of more invalid operations, furtherreduces the data rendering pressure of the electronic device, furtherbrings savings in power consumption, and improves the user experience.

In an optional implementation manner, after step S1450, the gamecharacter control method further includes the following steps: inresponse to a release operation, the second presentation visual field ofthe game screen is restored to a state before responding to the visualfield adjustment touch instruction. The release operation is anoperation corresponding to the touch operation, the content of therelease operation is consistent with the corresponding part in theforegoing, and therefore, details are not described herein.

It is to be noted that the restoration of the state of the secondpresentation visual field to the state before responding to the visualfield adjustment touch instruction in the present disclosure includes:controlling the second presentation visual field of the game screen onthe graphical user interface to restore to the first presentation visualfield before responding to the visual field adjustment touchinstruction; or, controlling the second presentation visual field of thegame screen on the graphical user interface to restore to thepresentation visual field calculated according to the presentationvisual field calculation logic before responding to the visual fieldadjustment touch instruction.

The second presentation visual field of the game screen on the graphicaluser interface is controlled to restore to the first presentation visualfield before responding to the visual field adjustment touchinstruction, that is, the presentation visual field range is absolutelyrestored to the state before responding to the visual field adjustmenttouch instruction: an absolute position and absolute angle/direction ofthe virtual camera on the game screen are restored to the state beforeresponding to the visual field adjustment touch instruction. Forexample, before responding to the visual field adjustment touchinstruction, the position of the virtual camera is a point A1 in theabsolute coordinates of the game scene, and a shooting direction is adirection vector AO. The presentation visual field range is absolutelyrestored to the state before responding to the visual field adjustmenttouch instruction to perform absolute restoration based on the point Aland the direction vector AO, that is, the presentation visual field ofthe game screen on the graphical user interface is controlled based onthe position of the virtual camera in the absolute coordinates of thegame scene and the shooting direction in the absolute coordinates beforeresponding to the visual field adjustment touch instruction.

The second presentation visual field of the game screen on the graphicaluser interface is controlled to restore to the presentation visual fieldcalculated according to the presentation visual field adjustment touchinstruction before responding to the visual field adjustment touchinstruction, that is, the visual field is restored to a control statebefore responding to the visual field adjustment touch instruction. Forexample, before responding to the visual field adjustment touchinstruction, the game calculates the visual field according topredetermined calculation logic (for example, the virtual camera isarranged at the head of the virtual character, and the orientationrotates with the rotation of the virtual character). In such case, therestoration of the presentation visual field to the state beforeresponding to the visual field adjustment touch instruction in thepresent disclosure may also be the restoration using the calculationlogic before responding to the visual field adjustment touch instructionto calculate the visual field. For example, before responding to thevisual field adjustment touch instruction, the position of the virtualcamera is a point Al (for example, a point with a distance of Wand aheight of H behind the virtual character) in the relative coordinatesassociated with the virtual character, and the shooting direction is adirection vector AO, which is associated with the orientation of thevirtual character and/or a weapon sight direction (for example, aprojection of the direction vector AO in a horizontal direction is thesame as the orientation of the virtual character in the horizontaldirection). During the restoration, the position of the virtual camerais still at the point with a distance of W and a height of H behind thevirtual character. The shooting direction of the virtual camera isassociated with the orientation of the virtual character and/or theweapon sight direction. That is, the presentation visual field of thegame screen on the graphical user interface is controlled based on thecurrent position of the virtual character in the absolute coordinates ofthe game scene, the current orientation of the virtual character and/orthe weapon sight direction of the virtual character, the positionrelationship of the virtual camera in the game scene before respondingto the visual field adjustment touch instruction, and an associationrelationship between the orientation of the virtual character beforeresponding to the visual field adjustment touch instruction and/or theweapon sight direction of the virtual character and the shootingdirection of the virtual camera.

The scope of protection claimed in the present disclosure shall includeat least the above two cases.

As shown in FIG. 18, an exemplary embodiment further discloses aninformation processing apparatus. The information processing apparatusincludes: a first determination component 1802, a second determinationcomponent 1804 and a display component 1806.

The first determination component 1802 is configured to determine firstorientation information of at least one target virtual object thatsatisfies a prompt trigger event in a game scene.

The second determination component 1804 is configured to determine asub-identifier corresponding to the first orientation information in afirst graphical identifier. The first graphical identifier is set aroundthe virtual character.

The display component 1806 is configured to display the prompt triggerevent graphically on the graphical user interface through thesub-identifier.

As shown in FIG. 19, an exemplary embodiment further discloses anapparatus for controlling game character, applied to a touch terminalcapable of rendering a graphical user interface. The graphical userinterface includes a virtual character and at least part of a gamescene. The apparatus for controlling game character includes a detectioncomponent 1902, a display component 1904 and a response component 1906.

The detection component 1902 is configured to determine at least onetarget virtual object that satisfies a prompt trigger event.

The display component 1904 is configured to determine a correspondingsub-identifier on the graphical user interface according to each of theat least one target virtual object.

The response component 1906 is configured to in response to a visualfield adjustment touch instruction, a first presentation visual field ofthe game screen is changed to a second presentation visual field of thegame screen determined according to direction information correspondingto the sub-identifier.

It is to be noted that the first determination component 1802, thesecond determination component 1804, the display component 1806, thedetection component 1902, the display component 1904, and the responsecomponent 1906 may be run in a terminal as part of the device. Thefunctions implemented by the above components may be executed by aprocessor in the terminal. The terminal may also be a smart phone (suchas an Android phone or an iOS phone), a tablet, a palmtop, a MobileInternet Device (MID), a PAD, or other terminal devices.

The various functional components provided by the embodiments of thepresent disclosure may be run in a mobile terminal, a computer terminalor a similar computation device, or may be stored as part of the storagemedium.

Therefore, an embodiment of the present disclosure may provide acomputer terminal, which may be any computer terminal device in acomputer terminal group. Optionally, in the present embodiment, thecomputer terminal may also be replaced with a terminal device such as amobile terminal.

Optionally, in the present embodiment, the computer terminal may belocated in at least one of multiple network devices in a computernetwork.

In the present embodiment, the computer terminal may execute a programcode for performing the following steps of the method for controllinggame character: at least one target virtual object that satisfies aprompt trigger event is determined; a sub-identifier corresponding toeach of the at least one target virtual object in a first graphicalidentifier is determined, wherein the sub-identifier is used forgraphically displaying the prompt trigger event on the graphical userinterface; and in response to a visual field adjustment touchinstruction, a first presentation visual field of the game screen ischanged to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier.

Optionally, the computer terminal may include: one or more processors,memories and transmission devices.

The memory may be configured to store a software program and acomponent, such as a program instruction/component corresponding to themethod and apparatus for controlling game character in the embodiment ofthe present disclosure, and the processor executes various functionalapplications and data processing by running the software program and thecomponent stored in the memory, that is, implements the above method forcontrolling game character. The memory may include a high speed randomaccess memory and may also include a non-volatile memory such as one ormore magnetic storage devices, a flash memory, or other non-volatilesolid state memories. In some examples, the memory may further includememories remotely located relative to the processor, which may beconnected to the terminal over a network. The examples of such networksinclude, but are not limited to, the Internet, the corporate Intranet,local area networks, mobile communication networks, and combinationsthereof.

The transmission device is configured to receive or send data via anetwork. The above specific network example may include a wired networkand a wireless network. In one example, the transmission device includesa Network Interface Controller (NIC) that may be connected to othernetwork devices and routers through cables to communicate with theInternet or a local area network. In one example, the transmissiondevice is a Radio Frequency (RF) component for communicating with theInternet wirelessly.

Specifically, the memory is configured to store information of presetaction conditions and preset authority users, and application programs.

The processor may call the information and the application programstored in the memory through the transmission device to execute theprogram code of the method steps of each optional or preferredembodiment in the above method embodiments.

Those skilled in the art can understand that the computer terminal mayalso be a terminal device such as a smart phone (such as an Androidphone or an iOS phone), a tablet, a pocket computer, a MID and a PAD.

Those of ordinary skill in the art can understand that all or part ofthe steps in various methods of the above embodiments may be completedby a program to instruct the related hardware of the terminal device.The program may be stored in a computer-readable storage medium. Thestorage medium may include a flash disk, a Read-Only Memory (ROM), aRandom Access Memory (RAM), a magnetic disk or an optical disk, and thelike.

Specific details of various components in the above embodiment have beendescribed in detail in the corresponding information processing methodand method for controlling game character. In addition, it can beunderstood that the information processing apparatus further includesother components corresponding to the information processing method andthe apparatus for controlling game character further includes othercomponents corresponding to the method for controlling game character.Therefore, detail descriptions are omitted herein.

It is to be noted that although several components or units of thedevice for action execution are mentioned in the above detaileddescription, such division is not mandatory. In fact, according to theimplementation manners of the present disclosure, the features andfunctions of two or more components or units described above may beembodied in one component or unit. Conversely, the features andfunctions of one component or unit described above may be furtherdivided into multiple components or units and embodied.

FIG. 20 is a structure schematic diagram of an electronic deviceaccording to an embodiment of the present disclosure. As shown in FIG.20, the electronic device of the present embodiment includes: a memoryand a processor. The memory and the processor may be connected by a bus.A software application is executed on a processor of the electronicdevice, and rendering is performed on a display device of the electronicdevice to obtain a graphical user interface.

In an optional implementation manner, the processor is configured toimplement, by executing an executable instruction, the following stepsthat: first orientation information of at least one target virtualobject that satisfies a prompt trigger event in the game scene isdetermined; a sub-identifier corresponding to the first orientationinformation in a first graphical identifier is determined, wherein thefirst graphical identifier is set around the virtual character; and theprompt trigger event is displayed graphically on the graphical userinterface through the sub-identifier.

Optionally, the first graphical identifier is a game model in the gamescene, or a control identifier in the graphical user interface.

Optionally, at least one target virtual object that satisfies the prompttrigger event is a sound source within a preset range determinedaccording to the virtual character.

Optionally, at least one target virtual object that satisfies the prompttrigger event is a virtual object that performs a preset operation onthe virtual character.

Optionally, the first graphical identifier includes at least twosub-identifiers, wherein the sub-identifiers is used to promptorientation information of each of the at least one target virtualobject; and each of the sub-identifiers includes at least two displaypositions, the display positions being set around the virtual characterat a preset height interval.

Optionally, the sub-identifier includes multiple identification units. Atarget number of the at least one target virtual object corresponding tothe sub-identifiers is determined, and a corresponding number of theidentification units is controlled to be displayed according to thetarget number.

Optionally, the first graphical identifier includes at least twosub-identifiers, and a display size of the sub-identifier is determinedaccording to a position relationship between the sub-identifiers and thevirtual character.

Optionally, a correspondence relationship between the sub-identifier andrelative orientation information of the virtual character ispre-established; the first orientation information is a relativeposition relationship between each of the at least one target virtualobject and the virtual character; and the sub-identifier correspondingto the first orientation information is determined according to thefirst orientation information and the correspondence relationship.

Optionally, the first orientation information includes at least one ofthe following information: height information and direction informationon a horizontal plane.

Optionally, the first graphical identifier includes a basic graphicalidentifier and a height graphical identifier, wherein the basicgraphical identifier is displayed on the graphical user interface with afirst display parameter, and the height graphical identifier isdisplayed with a second display parameter.

Optionally, the sub-identifier is controlled to be displayed with athird display parameter different from the first display parameter andthe second display parameter.

Optionally, the types of each of the at least one target virtual objectinclude: enemy characters and teammate characters; the third displayparameter includes a color parameter; and the sub-identifier iscontrolled to be displayed with the corresponding color parameteraccording to the types of each of the at least one target virtualobject.

Optionally, the first graphical identifier includes at least twosub-identifiers, wherein the sub-identifiers is used to promptorientation information of each of the at least one target virtualobject; and each of the sub-identifiers includes at least two displaypositions, the display positions being set around the virtual characterat a preset horizontal interval.

Optionally, a correspondence relationship between the sub-identifier andrelative orientation information of the virtual character ispre-established; the first orientation information is a relativeposition relationship between each of the at least one target virtualobject and the virtual character; and the sub-identifier correspondingto the first orientation information is determined according to thefirst orientation information and the correspondence relationship, thefirst orientation information including direction information on ahorizontal plane.

Optionally, the first graphical identifier is pre-controlled to bedisplayed with a first display parameter; and the sub-identifier iscontrolled to be displayed with a second display parameter differentfrom the first display parameter.

Optionally, the types of each of the at least one target virtual objectinclude: enemy characters and teammate characters; the second displayparameter includes a color parameter; and the sub-identifier iscontrolled to be displayed with the corresponding color parameteraccording to the types of each of the at least one target virtualobject.

Optionally, in response to a control instruction, the graphical userinterface is controlled to switch from a first game screen to a secondgame screen, wherein the second game screen is a game screen determinedaccording to second orientation information corresponding to thesub-identifier in the game scene.

By means of the electronic device provided in the present disclosure, afirst graphical identifier is set around a virtual character. The firstgraphical identifier includes multiple sub-identifiers, each of whichcorresponds to different directions. When a target virtual object thatsatisfies a prompt trigger event is detected, first orientationinformation of each of the at least one target virtual object isacquired, and a sub-identifier corresponding to the first orientationinformation in the first graphical identifier is determined, and thesub-identifier is further displayed on the graphical user interface todisplay a corresponding prompt trigger event. In this way, thesub-identifier set around the virtual character may clearly andcomprehensively correspond to a spatial position of a target virtualobject in the game scene, so that a user can intuitively understand theposition of the target virtual object in a game.

In an optional implementation manner, the processor is configured toimplement, by executing the executable instruction, the following stepsthat: at least one target virtual object that satisfies a prompt triggerevent is determined; a sub-identifier corresponding to each of the atleast one target virtual object in a first graphical identifier isdetermined, wherein the sub-identifier is used for graphicallydisplaying the prompt trigger event on the graphical user interface; andin response to a visual field adjustment touch instruction, a firstpresentation visual field of the game screen is changed to a secondpresentation visual field of the game screen determined according todirection information corresponding to the sub-identifier.

Optionally, the at least one target virtual object that satisfies theprompt trigger event comprises at least one of the following: a soundsource within a preset range determined according to the virtualcharacter and a virtual object for performing a preset operation on thevirtual character.

Optionally, the first graphical identifier includes at least twosub-identifiers, wherein the first graphical identifier is set aroundthe virtual character.

Optionally, first orientation information of each of the at least onetarget virtual object is acquired; and a corresponding sub-identifier onthe graphical user interface is determined according to the firstorientation information.

Optionally, a correspondence relationship between the sub-identifier andrelative orientation information of the virtual character ispre-established; the first orientation information is a relativeposition relationship between each of the at least one target virtualobject and the virtual character; and the corresponding sub-identifieron the graphical user interface is determined according to the firstorientation information and the correspondence relationship.

Optionally, the first orientation information includes at least one ofthe following information: height information and direction informationon a horizontal plane.

Optionally, in response to a touch operation acting on a preset touchregion, a control instruction is triggered corresponding to the touchoperation.

Optionally, the preset touch region includes at least one of thefollowing regions: a region corresponding to the sub-identifier whichcorresponds to each of the at least one target virtual object; and ablank region on the graphical user interface.

Optionally, the touch operation comprises at least one of the following:a touch operation acting on the preset touch region and satisfying apreset duration; a touch operation acting on the preset touch region andsatisfying a preset pressure value; and a click operation acting on thepreset touch region within a preset duration and satisfying a presetnumber.

Optionally, after changing a first presentation visual field of the gamescreen to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier, in response to a release operation, the secondpresentation visual field of the game screen is restored to a statebefore responding to the visual field adjustment touch instruction,wherein the release operation is an operation corresponding to the touchoperation; or, in response to an orientation adjustment trigger event,the current orientation of the virtual character is adjusted to anorientation corresponding to the second presentation visual field of thegame screen.

Optionally, after changing a first presentation visual field of the gamescreen to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier, in response to a release operation, the currentorientation of the virtual character is adjusted to an orientationcorresponding to the second presentation visual field of the gamescreen, wherein the release operation is an operation corresponding tothe touch operation.

Optionally, a determination time point of each of the at least onetarget virtual object is recorded; and the direction informationcorresponding to the sub-identifier is direction information of thesub-identifier corresponding to the target virtual object whichcorresponds to the determination time point that satisfies a preset timesequence.

By means of the electronic device provided by the present disclosure,after determining a target virtual object that satisfies the prompttrigger event, the sub-identifier corresponding to the target virtualobject is controlled to be displayed on the graphical user interface,game content presented in the game screen is further determinedaccording to direction information corresponding to the sub-identifierafter detecting the visual field adjustment touch instruction, the gamescreen is used as the second presentation visual field, and the firstpresentation visual field of the game screen is controlled to beadjusted to the second presentation visual field. In this way, a playercan quickly find the target virtual object in the graphical userinterface, and a brand-new interaction mode and game experience areprovided for the player.

In an alternative implementation manner, the electronic device mayfurther include one or more processors, and a memory resourcerepresented by the memory and configured to store an instructionexecutable by a processing component, such as an application program.The application program stored in the memory may include one or morecomponents each corresponding to a set of instructions. In addition, theprocessing component is configured to execute instructions to performthe above-described information processing method.

The electronic device may also include: a power supply component,configured to perform power management on the electronic device; a wiredor wireless network interface, configured to connect the electronicdevice to a network; and an input output (I/O) interface. The electronicdevice may operate based on an operating system stored in the memory,such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or thelike.

FIG. 21 is a structure schematic diagram of a computer-readable storagemedium according to an embodiment of the present disclosure. As shown inFIG. 21, a program product 1100 according to an implementation manner ofthe present disclosure is described. A computer program 1102 is storedthereon. In an optional implementation manner, the computer program isexecuted by a processor to implement the following steps that: firstorientation information of at least one target virtual object thatsatisfies a prompt trigger event in the game scene is determined; asub-identifier corresponding to the first orientation information in afirst graphical identifier is determined, wherein the first graphicalidentifier is set around the virtual character; and the prompt triggerevent is displayed graphically on the graphical user interface throughthe sub-identifier.

Optionally, the first graphical identifier is a game model in the gamescene, or a control identifier in the graphical user interface.

Optionally, at least one target virtual object that satisfies the prompttrigger event is a sound source within a preset range determinedaccording to the virtual character.

Optionally, at least one target virtual object that satisfies the prompttrigger event is a virtual object that performs a preset operation onthe virtual character.

Optionally, the first graphical identifier includes at least twosub-identifiers, wherein the sub-identifiers is used to promptorientation information of each of the at least one target virtualobject; and each of the sub-identifiers includes at least two displaypositions, the display positions being set around the virtual characterat a preset height interval.

Optionally, the sub-identifier includes multiple identification units. atarget number of the at least one target virtual object corresponding tothe sub-identifiers is determined, and a corresponding number of theidentification units is controlled to be displayed according to thetarget number.

Optionally, the first graphical identifier includes at least twosub-identifiers, and a display size of the sub-identifier is determinedaccording to a position relationship between the sub-identifiers and thevirtual character.

Optionally, a correspondence relationship between the sub-identifier andrelative orientation information of the virtual character ispre-established; the first orientation information is a relativeposition relationship between each of the at least one target virtualobject and the virtual character; and the sub-identifier correspondingto the first orientation information is determined according to thefirst orientation information and the correspondence relationship.

Optionally, the first orientation information includes at least one ofthe following information: height information and direction informationon a horizontal plane.

Optionally, the first graphical identifier includes a basic graphicalidentifier and a height graphical identifier, wherein the basicgraphical identifier is displayed on the graphical user interface with afirst display parameter, and the height graphical identifier isdisplayed with a second display parameter.

Optionally, the sub-identifier is controlled to be displayed with athird display parameter different from the first display parameter andthe second display parameter.

Optionally, the types of each of the at least one target virtual objectinclude: enemy characters and teammate characters; the third displayparameter includes a color parameter; and the sub-identifier iscontrolled to be displayed with the corresponding color parameteraccording to the types of each of the at least one target virtualobject.

Optionally, the first graphical identifier includes at least twosub-identifiers, wherein the sub-identifiers is used to promptorientation information of each of the at least one target virtualobject; and each of the sub-identifiers includes at least two displaypositions, the display positions being set around the virtual characterat a preset horizontal interval.

Optionally, a correspondence relationship between the sub-identifier andrelative orientation information of the virtual character ispre-established; the first orientation information is a relativeposition relationship between each of the at least one target virtualobject and the virtual character; and the sub-identifier correspondingto the first orientation information is determined according to thefirst orientation information and the correspondence relationship, thefirst orientation information including direction information on ahorizontal plane.

Optionally, the first graphical identifier is pre-controlled to bedisplayed with a first display parameter; and the sub-identifier iscontrolled to be displayed with a second display parameter differentfrom the first display parameter.

Optionally, the types of each of the at least one target virtual objectinclude: enemy characters and teammate characters; the second displayparameter includes a color parameter; and the sub-identifier iscontrolled to be displayed with the corresponding color parameteraccording to the types of each of the at least one target virtualobject.

Optionally, in response to a control instruction, the graphical userinterface is controlled to switch from a first game screen to a secondgame screen, wherein the second game screen is a game screen determinedaccording to second orientation information corresponding to thesub-identifier in the game scene.

By means of the computer-readable storage medium provided in the presentdisclosure, a first graphical identifier is set around a virtualcharacter. The first graphical identifier includes multiplesub-identifiers, each of which corresponds to different directions. Whena target virtual object that satisfies a prompt trigger event isdetected, first orientation information of each of the at least onetarget virtual object is acquired, and a sub-identifier corresponding tothe first orientation information in the first graphical identifier isdetermined, and the sub-identifier is further displayed on the graphicaluser interface to display a corresponding prompt trigger event. In thisway, the sub-identifier set around the virtual character may clearly andcomprehensively correspond to a spatial position of a target virtualobject in the game scene, so that a user can intuitively understand theposition of the target virtual object in a game.

In an optional implementation manner, the computer program is executedby the processor to implement the following steps:

at least one target virtual object that satisfies a prompt trigger eventis determined;

a sub-identifier corresponding to each of the at least one targetvirtual object in a first graphical identifier is determined, whereinthe sub-identifier is used for graphically displaying the prompt triggerevent on the graphical user interface; and

in response to a visual field adjustment touch instruction, a firstpresentation visual field of the game screen is changed to a secondpresentation visual field of the game screen determined according todirection information corresponding to the sub-identifier.

Optionally, the at least one target virtual object that satisfies aprompt trigger event comprises at least one of the following: a soundsource within a preset range determined according to the virtualcharacter and a virtual object for performing a preset operation on thevirtual character.

Optionally, the first graphical identifier includes at least twosub-identifiers, wherein the first graphical identifier is set aroundthe virtual character.

Optionally, first orientation information of each of the at least onetarget virtual object is acquired; and a corresponding sub-identifier onthe graphical user interface is determined according to the firstorientation information.

Optionally, a correspondence relationship between the sub-identifier andrelative orientation information of the virtual character ispre-established; the first orientation information is a relativeposition relationship between each of the at least one target virtualobject and the virtual character; and the corresponding sub-identifieron the graphical user interface is determined according to the firstorientation information and the correspondence relationship.

Optionally, the first orientation information includes at least one ofthe following information: height information and direction informationon a horizontal plane.

Optionally, in response to a touch operation acting on a preset touchregion, a control instruction is triggered corresponding to the touchoperation.

Optionally, the preset touch region includes at least one of thefollowing regions:

a region corresponding to the sub-identifier which corresponds to eachof the at least one target virtual object; and

a blank region on the graphical user interface.

Optionally, the touch operation comprises at least one of the following:a touch operation acting on the preset touch region and satisfying apreset duration;

a touch operation acting on the preset touch region and satisfying apreset pressure value; and

a click operation acting on the preset touch region within a presetduration and satisfying a preset number.

Optionally, after changing a first presentation visual field of the gamescreen to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier, in response to a release operation, the secondpresentation visual field of the game screen is restored to a statebefore responding to the visual field adjustment touch instruction,wherein the release operation is an operation corresponding to the touchoperation; or,

in response to an orientation adjustment trigger event, the currentorientation of the virtual character is adjusted to an orientationcorresponding to the second presentation visual field of the gamescreen.

Optionally, after changing a first presentation visual field of the gamescreen to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier, in response to a release operation, the currentorientation of the virtual character is adjusted to an orientationcorresponding to the second presentation visual field of the gamescreen, wherein the release operation is an operation corresponding tothe touch operation.

Optionally, a determination time point of each of the at least onetarget virtual object is recorded, wherein the direction informationcorresponding to the sub-identifier is direction information of thesub-identifier corresponding to the target virtual object whichcorresponds to the determination time point that satisfies a preset timesequence.

By means of the electronic device provided by the present disclosure,after determining a target virtual object that satisfies the prompttrigger event, the sub-identifier corresponding to the target virtualobject is controlled to be displayed on the graphical user interface,game content presented in the game screen is further determinedaccording to direction information corresponding to the sub-identifierafter detecting the visual field adjustment touch instruction, the gamescreen is used as the second presentation visual field, and the firstpresentation visual field of the game screen is controlled to beadjusted to the second presentation visual field. In this way, a playercan quickly find the target virtual object in the graphical userinterface, and a brand-new interaction mode and game experience areprovided for the player.

Program codes included in the computer-readable storage medium may betransmitted by any suitable medium, including but not limited towireless, wire, optical cable, radio frequency, etc., or any suitablecombination of the foregoing.

Through the description of the above implementation manner, thoseskilled in the art will readily understand that the exampleimplementation manners described herein may be implemented by softwareor by software in combination with necessary hardware. Therefore, thetechnical solution according to the embodiment of the present disclosuremay be embodied in the form of a software product, which may be storedin a non-volatile storage medium (which may be a CD-ROM, a USB flashdrive, a mobile hard disk, etc.) or on a network. A number ofinstructions are included to cause a computing device (which may be apersonal computer, a server, an electronic device, or a network device,etc.) to perform the method in accordance with an embodiment of thepresent disclosure.

Other embodiments of the present disclosure will be apparent to thoseskilled in the art after considering the specification and practicingthe disclosure herein. The present disclosure is intended to cover anyvariations, uses, or adaptations of the present disclosure, which are inaccordance with the general principles of the present disclosure andinclude common general knowledge or conventional technical means in theart that are not disclosed in the present disclosure. The specificationand examples are to be regarded as illustrative only, and the true scopeand spirit of the disclosure are pointed out by the claims.

It is to be understood that the disclosure is not limited to theaccurate structure that have been described and shown in the drawings,and may make various modifications and variations without departing thescope thereof. The scope of the disclosure is limited only by theappended claims.

What is claimed is:
 1. A method for controlling game character, appliedto a touch terminal capable of rendering a graphical user interface(GUI), the GUI comprising a virtual character and at least part of agame scene, the method comprising: determining at least one targetvirtual object that satisfies a prompt trigger event in the graphicaluser interface, wherein the at least one target virtual object comprisesat least one of the following: a sound source within a preset rangedetermined according to the virtual character, and a virtual object thatperforms a preset operation on the virtual character; determining asub-identifier corresponding to each of the at least one target virtualobject in a first graphical identifier displayed in the graphical userinterface, wherein the sub-identifier is used for graphically displayingthe prompt trigger event on the GUI; and in response to a visual fieldadjustment touch instruction, changing a first presentation visual fieldof a game screen in the graphical user interface to a secondpresentation visual field of the game screen determined according todirection information corresponding to the sub-identifier, wherein thevisual field adjustment touch instruction is an instruction triggered inresponse to a touch operation acting on a preset touch region in thegraphical user interface.
 2. The method as claimed in claim 1, whereinthe first graphical identifier comprises at least two sub-identifiers,and the first graphical identifier is set around the virtual character.3. The method as claimed in claim 1, wherein determining asub-identifier corresponding to each of the at least one target virtualobject in a first graphical identifier comprises: acquiring firstorientation information of each of the at least one target virtualobject; and determining a sub-identifier corresponding to the firstorientation information in the first graphical identifier.
 4. The methodas claimed in claim 3, wherein at least one of the followingcorrespondence relationship is pre-established: a correspondencerelationship between the sub-identifier and orientation informationrelative to the virtual character; and a correspondence relationshipbetween the sub-identifier and an absolute orientation information inthe game scene.
 5. The method as claimed in claim 1, wherein the presettouch region comprises at least one of the following regions: a regioncorresponding to the sub-identifier which corresponds to each of the atleast one target virtual object; and a blank region on the GUI.
 6. Themethod as claimed in claim 1, wherein the touch operation comprises atleast one of the following: a touch operation acting on the preset touchregion and satisfying a preset duration; a touch operation acting on thepreset touch region and satisfying a preset pressure value; and a clickoperation acting on the preset touch region within a preset duration andsatisfying a preset number.
 7. The method as claimed in claim 1, whereinafter changing a first presentation visual field of the game screen to asecond presentation visual field of the game screen determined accordingto direction information corresponding to the sub-identifier, the methodfurther comprises: in response to a release operation, restoring thesecond presentation visual field of the game screen to a state beforeresponding to the visual field adjustment touch instruction, wherein therelease operation is an operation corresponding to the touch operation;or, in response to an orientation adjustment trigger event, adjustingthe current orientation of the virtual character to an orientationcorresponding to the second presentation visual field of the gamescreen.
 8. The method as claimed in claim 1, wherein after changing afirst presentation visual field of the game screen to a secondpresentation visual field of the game screen determined according todirection information corresponding to the sub-identifier, the methodfurther comprises: in response to a release operation, adjusting thecurrent orientation of the virtual character to an orientationcorresponding to the second presentation visual field of the gamescreen, wherein the release operation is an operation corresponding tothe touch operation.
 9. The method as claimed in claim 1, furthercomprising: recording a determination time point of each of the at leastone target virtual object, wherein the direction informationcorresponding to the sub-identifier is direction information of thesub-identifier corresponding to the target virtual object whichcorresponds to the determination time point that satisfies a preset timesequence.
 10. The method as claimed in claim 1, wherein the at least twosub-identifiers set around the virtual character, respectively,correspond to different orientation information.
 11. The method asclaimed in claim 1, wherein the first graphical identifier is at leastone of ring-shaped model identifier or a perspective plane geometricshape identifier that consists of at least two sub-identifiers setaround the virtual character in non-zero transparent value.
 12. Themethod as claimed in claim 1, wherein determining a sub-identifiercorresponding to the first orientation information in the firstgraphical identifier comprises: determining the sub-identifiercorresponding to the first orientation information according to thefirst orientation information and the correspondence relationship. 13.The method as claimed in claim 12, wherein the first orientationinformation is a relative position relationship between each of the atleast one target virtual object and the virtual character.
 14. Themethod as claimed in claim 13, wherein the first orientation informationcomprises at least one of the following information: height informationand direction information on a horizontal plane.
 15. The method asclaimed in claim 1, further comprising: recording the type of the prompttrigger event, wherein the direction information corresponding to thesub-identifier is direction information of the sub-identifiercorresponding to the target virtual object corresponding to the type ofthe prompt trigger event that satisfies the preset priority order. 16.The method as claimed in claim 1, further comprising: recording anattribute type of each of the at least one target virtual object,wherein the direction information corresponding to the sub-identifier isdirection information of the sub-identifier corresponding to the targetvirtual object corresponding to the attribute type of the target virtualobject that satisfies the preset priority order.
 17. An electronicdevice, comprising: a processor; and a memory, configured to store anexecutable instruction of the processor, wherein the processor isconfigured to the executable instruction, and the executable instructioncomprises: determining at least one target virtual object that satisfiesa prompt trigger event in the graphical user interface, wherein the atleast one target virtual object comprises at least one of the following:a sound source within a preset range determined according to the virtualcharacter, and a virtual obiect that performs a preset operation on thevirtual character; determining a sub-identifier corresponding to each ofthe at least one target virtual object in a first graphical identifierdisplayed in the graphical user interface, wherein the sub-identifier isused for graphically displaying the prompt trigger event on the GUI; andin response to a visual field adjustment touch instruction, changing afirst presentation visual field of a game screen in the graphical userinterface to a second presentation visual field of the game screendetermined according to direction information corresponding to thesub-identifier, wherein the visual field adiustment touch instruction isan instruction triggered in response to a touch operation acting on apreset touch region in the graphical user interface.
 18. A method forcontrolling game character, applied to a touch terminal capable ofrendering a graphical user interface (GUI), the GUI comprising a virtualcharacter and at least part of a game scene, the method comprising:determining at least one target virtual object that satisfies a prompttrigger event; determining a sub-identifier corresponding to each of theat least one target virtual object in a first graphical identifier,wherein the sub-identifier is used for graphically displaying the prompttrigger event on the GUI, the first graphical identifier comprises atleast two sub-identifiers, the sub-identifier is a ring-shaped modelidentifier or a perspective plane geometric shape identifier thatconsists of at least two sub-identifiers set around the virtualcharacter in non-zero transparent value, the sub-identifiers ofdifferent positions in the ring-shaped model identifier or theperspective plane geometric shape identifier correspond to differentdirectional information and height information respectively, determininga sub-identifier corresponding to each of the at least one targetvirtual object in a first graphical identifier comprises: acorrespondence relationship between the sub-identifier and relativeorientation information of the virtual character or a correspondencerelationship between the sub-identifier and orientation information ofthe game scene is pre-established, acquiring first orientationinformation of each of the at least one target virtual object, anddetermining the sub-identifier corresponding to the first orientationinformation according to the first orientation information and thecorrespondence relationship; and in response to a visual fieldadjustment touch instruction, changing a first presentation visual fieldof a game screen to a second presentation visual field of the gamescreen determined according to direction information corresponding tothe sub- identifier.